Hololens Commercial Suite
microsoft.com
microsoft.com
I noticed in the FAQ that Microsoft itself seems to be letting users fill in the blanks[1]:
> Why would I want holograms in my real world? >We’ve made incredible advances as an industry in the ways we interact with computers. However, we are still constrained because we must conform to the ways computers recognize our commands through a keyboard or by touching a screen. Using holograms, you can place your digital content, such as apps, information, and even multi-dimensional videos, in the physical space around you, so you can interact with it in the same ways that you interact with physical objects.
>Who will benefit most from Microsoft HoloLens? >This is just the beginning. While our current focus is growing the ecosystem through the efforts of pioneering developers and commercial partners, we are also committed to releasing HoloLens to consumers in the next few years.
To me, those FAQ answers say that Microsoft doesn't have a clear use case and instead just wants to make sure they have a platform in case Holo-computing does take off. I openly admit this is my interpretation, but I'm just wondering why this is touted as a business tool without too many suggestions or offerings from MS on what you're actually supposed to use it for or how it benefits.
1. https://developer.microsoft.com/en-us/windows/holographic/us...
If you have to ask...
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Unrelated question:
> Work access. Anyone in your organization can remotely connect to the corporate network through a virtual private network on a HoloLens. HoloLens can also access Wi-Fi networks that require credentials.
Does this imply that the standard devkit can't access RADIUS'd Wi-Fi?
FWIW, the Development Edition alone, without the enterprise additions, costs 3k$.
I played two games on a development edition back in June, these really really emphasised the power of the hardware, its spatial awareness and just the immersion of your whole environment.
Galaxy Raider (I think it was called) And another where you helped a furry animal collect coins around your house or area you were in.
I tried Youtube, works great on your wall. Field of view is an interesting topic I'm sure people will mention.
I did feel a bit ill after an hour but my friends haven't had issues. I think it was the caffeine intake.
I've not really tracked this closely so I'm curious. Are there any efforts towards standardisation, if not in hardware then in software? Are any of the current hardware standards open in any way? To what extent can existing standards such as OpenGL be leveraged for this tech?
I see from the HoloLens FAQ that they mention Unity. Can Unity be used to develop Hololens, Oculus and others?
See the announcements this week of Intel's Mixed Reality prototype Project Alloy, which takes a different approach from the HoloLens, and that Windows Holographic will support the Windows Holographic Shell that HoloLens uses also on pure VR headsets like Vive/Rift.
Unity does look like a good way to target all of the VR options today in a portable way, and hopefully Windows Holographic will help that targeting for those doing "raw DirectX" work.
I've not yet heard of similar efforts towards an "OpenVR" relative to OpenGL, but that sounds like a good idea.
Anyone hacking this type of stuff together? I have some interesting concepts I have experimented with that include custom molded light pipe directly contacting the cornea and getting a relatively crisp picture. Hit me up, I love experimenting with optics and I might actually have a few novel concepts (but as a hobbyist, hard for me to tell if they have been done before)
I'm assuming that's a non-issue but asking just in case anyone has played with HL in depth.